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Player Reference Sheet - v09 - 1

The document outlines a flowchart for using Essence in gameplay, detailing actions, risks, and the mechanics of rolling for outcomes. Players can gain Essence through oaths and must manage their position and effectiveness during actions, with various roles and masks influencing gameplay. It also includes rules for teamwork, harm, disengagement, and foray payoff, emphasizing strategic planning and the consequences of actions taken in the game.

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Gianluca Valli
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0% found this document useful (0 votes)
14 views8 pages

Player Reference Sheet - v09 - 1

The document outlines a flowchart for using Essence in gameplay, detailing actions, risks, and the mechanics of rolling for outcomes. Players can gain Essence through oaths and must manage their position and effectiveness during actions, with various roles and masks influencing gameplay. It also includes rules for teamwork, harm, disengagement, and foray payoff, emphasizing strategic planning and the consequences of actions taken in the game.

Uploaded by

Gianluca Valli
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Using Essence

Action Roll Flowchart


● Roll ​oaths​ and gain Essence:​ 1-3:​ 2, ​4/5: ​4, ​6:​ 5, ​Crit:​ 6
1. Player(s) state their goal and choose the action. ● Spend 1 essence whenever you use a ​mask ability
● Spend 2 essence for​ +1d or +Effect
How dangerous is the action? GM decides.
Desperate Risky Controlled Actions
You’re in serious Most actions. You have an
trouble... advantage or a safety Attune​ to your mask, perceive Study​ a person, thing, or tech
Mark XP, hooray! net and understand magic, or system with close scrutiny to
interact with workings. gather information and apply
knowledge
You may sacrifice your Position for increased Effect or vice versa. Command​ obedience with your
force of personality; intimidate Survey​ a location or situation to
How effective will the action be? GM decides. or threaten; lead an action with understand what's going on;
one of the crew's gangs. sense trouble before it happens;
Limited Standard Great gather information about
Consort​ with friends or opportunities or exploits.
2. Negotiate the position/effect and come to a consensus connections to gain access to
resources, information, people, Sway​ someone with charm,
Consider Potency, Quality and Scale or places. logic, deception, disguise, or
bluff; change attitudes or
3. Push Self ​for 2 stress or 2 essence, or take a ​Mask Bargain​ to Finesse​ an item from behavior with manipulation or
gain ​+1d or +Effect, ​or take a ​ban​ to s
​ ucceed​ ​without rolling​. someone’s pocket, employ seduction.
subtle misdirection or sleight of
4. Roll dice; GM interprets result, states any consequences hand, handle a vehicle Tinker​ with mechanisms to
create, modify, disable, or
5. Resist? Roll attribute -> 6: 1 stress; 4/5: 2 stress 1-3: 3 stress Hunt​ a target; gather repair; disable a trap, pick a
a. Spend ​armor​ to cancel harm. information about its location lock, or crack a safe. Use analog
b. Protect an ally. and movements; precision technology or systems to your
c. Spend ​essence​ instead of ​stress​. shooting from a distance. advantage.
d. Take a ​ban​ to flip to a success.
Prowl​ about unseen and Wreck​ a place, item, or obstacle
traverse obstacles; climb, swim, with savage force or carefully
Teamwork Actions run, jump, and tumble. Ambush applied sabotage; breach
with close violence. defenses with force; create
Assist​​:​ One other player suffers 1 Stress to give +1 die distractions and chaos.
Skirmish​ with an opponent in
Lead​​:​ ​Everyone rolls; take best roll; leader takes stress per failure close combat; assault or hold a
Set Up​​:​ ​If success, follow-ups gain better ​Position​ or ​Effect position; brawl and wrestle.
Protect​​:​ ​Suffer consequences for someone else; resist roll
Gain +Effect Harm​ may be divided across Consequence - Harm
the stress and essence
● Use a ​mask ability ● Spend Force to upgrade a tracks, reduced by armor, or Minor - 1 Harm Severe - 3 Harm
weapon to ​Fine​. Normal - 2 Harm Dire - 4 Harm
● Spend 2 stress / essence shunted into a ​ban​.
● Take a Mask Bargain ● Do a ​setup action
● Use Mask Coherence ● When a brigand wishes to succeed at a cost ​without ​rolling,
they may take a ​ban.
● Ab
​ an​ b
​ ars the brigand​ ​from using a mechanic and,
Gain +1 Die narratively, something important, while it is on their sheet.
Think bans against silver, cold iron, wood, etc.
● Use a ​mask ability ● Take a Mask Bargain
● The GM and brigand should negotiate the mechanical and
● Spend 2 stress / essence ● Use an ​assist​ action narrative nature of the ban, and the ban should be recorded
in its relevant slot on the background sheet.

Planning Forays Level 1 - Light Ban, 2 harm: ​The brigand succeeds with limited
effect and takes a minor ban. Usually bans equipment or
Players determine goal & opportunity, select an
type of equipment.
approach, provide the detail
Level 2 - Normal Ban, 3 harm:​ The brigand succeeds with
Dramatic Sow chaos and reap the rewards of confusion standard effect and takes a normal ban.
How will you command attention?
Level 3 - Desperate Ban, 4 harm:​ The brigand succeeds with
Subtle Remain unnoticed, slip past suspicion. great effect and takes a dangerous ban. Several actions, a
How will you remain unnoticed? major mechanic, or entire masks are banned.

Tactical Gain and hold an advantage, ambush cleverly. Level 4 - Final Ban: ​The brigand succeeds with extreme effect
How will you gain an advantage? and, when narratively appropriate, their character ​fades.
Move quickly, before your opportunity passes. *Note, a ban’s ​effect ​supersedes all other adjustments to
Rapid
How will you strike quickly? effect.

Cautious Plan in meticulous detail, be ready for anything.


How will you prepare? After rolling​, you can flip a failure to success by taking a ban
equal to the current position, such that: Desperate -Level 3,
Charismatic Win allies or demoralize your foes. Risky - Level 2, Controlled - Level 1.
How will you rally others to your cause?

Bans and Harm


Subtract ​-1d ​for each “side objective” you would like to s
​ till try to get​ on
Scars your way out. This covers quickly grabbing things you don’t already have,
not “getting away with the loot.” We assume you brought enough bags.
If a brigand still wishes to succeed at a cost, but does not have
an appropriate ​ban​ available to them, they may ​scar​ a Subtract ​-1d ​for each brigand that has been t​ aken out​ by their stress bar.
current ban and take another. Once a ban ​scars​, ​it is
immediately removed from the ban slot, though it’s Add +​1d​ for each advantage you establish to aid your escape. This is a good
chance for flashbacks or flash-forwards to set up escape routes, find
mechanical effects remain.
secret exits, or sabotage pursuers.
When a brigand’s stress track fills, they may choose to be ​taken
out​ of the scene and gain a ​scar​, though not from a ban. If
Roll fortune dice and adjudicate the result:
the character is ​taken out​ in this way, all ​bans ​are erased.
If the brigand chooses to remain in the scene, the ​mask takes Crit​: A clean get away, with everything you tried for, and a bit extra.
hold​. The highest level ban becomes a ​scar​ and the player Maybe you snag a bit of sedition or lose some heat.
loses all ​stress​.
6​: A good get away. You get everything you tried for and everyone gets
home safe.

Disengagement Roll 4,5​: A messy escape: You get away but there are consequences. Maybe you
take additional heat as you are chased across Cardenfell. Maybe a brigand
A disengagement roll can be made when running short on time for a Foray or two takes ​harm​ holding back enemies while retreating. Maybe
or when the group wants to abstract their exit strategy. something important is left behind or a side goal left unaccomplished.

Once the brigands have accomplished their ​goal​ for a foray, if nothing is 1-3​: The skin of your teeth: You escape, but just barely. Everyone takes
standing between them leaving, it is often best for the GM to narratively harm, you max out your heat, or you leave behind something of vital
wrap things up and get the fiction to ​downtime​. importance.

If something stands between the brigands and escape—they have yet to Remember​: Any consequences gained from this roll can be ​resisted​, harm
accomplish their goal but time is running short, or they wish to cut and can be ​reduced by armor​, and brigands can ​protect ​others.
run on a foray before accomplishing their goal— use this mechanic.
IMPORTANT​: A brigand ​cannot​ die or suffer permanent harm (unless they
choose to do so) during an escape. Do not threaten permanent
Start with ​1d ​for pure luck. consequences, and do not ​subvert the foray​ by canceling out/rendering
moot their main goal with a consequence.
Add +​1d​ for each ally or associate that can aid your escape. ​Mark ​any
associate you invoke for this.

Add ​+1d​ if you are in seditious territory, subtract ​-1d​ if the vampire
presence is strong here.

Subtract ​-1d ​if you have not yet accomplished your main goal.
Foray Payoff Downtime Actions
Each brigand starts with 1 free downtime action and may spend
Sedition: Influence​, ​Organization​, and ​Force​ for additional actions.

● 1 tick​: Mildly seditious activities such as making contacts. Influence Organization

● 2 ticks​: Moderately seditious activities such as setting up a


Long-Term Project Reduce heat
cache of supplies or negotiating with locals.
Spend your downtime working Spend your downtime reducing
● 4 ticks​: Majorly seditious activities, such as creating a cell of on a ​long-term project​. your exposure, risk, or the
agents, recruiting a spy, or establishing a safehouse. vampire’s focus.
1-3:​ one segment,​ 4/5:​ two
● +1​ each if you aided a community by filling a need, learning segments,​ 6:​ three segments, ​1-3:​ one,​ 4/5:​ two,​ 6:​ three,
something new about them, or making a sacrifice for them. critical:​ five segments critical:​ five

Scout Recover
Progress: Gather information​ with Receive aid from another, be it
+Effect​. fae, brigand, or ally. ​Remove
● 1 tick: ​A minor success or set up for a future foray. highest ban​.
● 2 ticks: ​A modest win or helpful action.
● 3 ticks: ​A major victory or a crushing blow to your foes. Spread Sedition Reconnect
● +1 tick: ​Accomplished an objective or fulfilled a need after Spend your downtime working Spend time ​reconnecting​ with
discussing with an ally or community. to spread ​sedition. your bonds.

1-3:​ no effect,​ 4/5:​ 1 tick,​ 6:​ 2 Roll dice equal to your ​lowest
Heat: ticks, ​critical:​ 3 ticks attribute​. Recover s​ tress ​equal
to the highest die rolled.
● 0 heat: Smooth & quiet; low exposure.
● 2 heat: Contained; standard exposure.
Force
● 4 heat: Loud & chaotic; high exposure.
● Add +1 heat for a high profile or well connected target. Add Hone Equipment Command Cohort
+1 heat if the foray or conflict took place in a high security
Add the ​fine​ tag to one piece of Gain the assistance of a cohort
location. Subtract -1 heat for each action taken to reduce
equipment. This tag is removed of allies for a single mission.
exposure.
at the end of a foray in which Cohort is dismissed after
the equipment was used. mission is accomplished

Requisition Asset
Gain the use of of a unique item or asset for one foray
Masks
Lies ​is the oldest mask, the teacher and instructor of its
During each Foray, you will choose one of the brethren. It was made when the world was young, worn by
following ​Masks​. the first shamans to speak of things that were not; to teach
things that could be; to explain the darkness of the world and
The Mask of ​Terror ​was born of fear and pain. The fear of the add tinder to the thin flames of hope and progress. It has
lash, the bludgeon, the rent, and starvation. But fear can lived so very long, and it knows when a lie will heal, when the
become strength as easily as it becomes hate. Terror can be truth will cut. But its work is never done; there is always
righteous, instilled into the hearts of oppressors like a shock, another story, another performance, another moral to be
a jolt of sudden animal empathy. It can be a shield to guard learned, another lesson to teach. Won’t you help it at its
the oppressed, to give the masters pause, or to force the work?
boss, the foreman, the lord to consider the dangers of
pushing a populace too far. Suggested Roles: Defensive, Deception, Social and Stealth

Suggested Roles: Defensive, Assault and Social Potential Looks: Grinning, laughing mouth; a crown of
branches or antlers; jeweled, emerald eyes; twisting golden
Potential Looks: Sharp, twisting vines; fierce, circling horns; filigree over amber-colored wood
wide maws, grinning with razor-sharp teeth
Riot ​is multitudes. Forged of many trees, many branches,
Torment ​is agony and relief, suffering and mending. It is the many magics. They speak in echoing voices, a cacophony of
necessary pain: the sharp knife that cuts out the caustic riotous sound. They are the voice of the unheard, the agitator
tumor, the pinprick of the suture that closes the wound, but of action, the spark that lights the flame. They urge, they
also the aloe that soothes and the bandage that protects. It cajole, they sway and persuade and never, it seems, shut up.
was made to help its brethren, to keep them safe, to protect They are perpetual action, almost exhausting in their thirst
and heal where it can. It loves all and cares for all, enough to for justice, for the end of villainy, for the blood of the wicked.
urge the end of those that are past all hope of redemption. A They have such things to tell you, to tell the world. Wear Riot,
quick blade is its mercy; it does not kill with joy, but with and let your voice, and the voice of multitudes, ring out for all
sorrow. The greatest torment is its own, but only slightly less to hear.
will be the suffering of the oppressor.
Suggested Roles: Aggressive, Social and Assault
Suggested Roles​:​ Defensive, Stealth, Assault and Social
Potential Looks: Fiery reds and oranges; orbs of flame for
Potential Looks: Tears of azure lapis lazuli; a face twisted in eyes; branching horns, tipped with smoldering embers
permanent grief; sharp thorns and knotted branches
Potential Looks: Red tears, gashes. Spikes and twisting
tattoos, ram horns, sharp antlers, crimson flowers

Without ​Judgement​, there can be no true peace. Judgement


was born from a desire for truth and reconciliation. It was Fae Pacts
made to execute the guilty, to spare the penitent, to strike
down the wicked and strengthen the oppressed. It is placid, Your character’s Fae Pact is their guiding ideology and
almost gentle in its stoicism. It speaks simply, directly, outlook, an oath they swore to themselves and the Fae.
without embellishment or theatrics, stating only the facts of
➢ You swear a pact of ​Vengeance​, to humble the proud, to
the matter as it discerns them. It does what must be
punish the wicked, to succor the weak, and exact
done—nothing more, nothing less—a cold executor of the
retribution.
will of the collective whole.
➢ You swear on a pact of ​Justice​, to balance the scales, to
free the chained, to cast down the oppressor, to let the
Suggested Roles: Aggressive, Stealth and Assault
blood of the wicked flow in the streets and the cries of
the powerless to be heard.
Potential Looks: Placid ivory overlay, subtly featured,
➢ You forswear yourself in ​Solidarity​, to stand with the
imperceptible, dark, concealed ebony wood, expressionless
weak, to shoulder their burdens, to meet their pain as
Ruin ​is the slow death, the crawling chaos, the inexorable your own.
drumbeat and the march of time. It is the end that comes for ➢ You take up the pact of ​Freedom​, to liberate, to
all things, but it is only by its consumption that rebirth destroy, to burn down every corrupt institution that
becomes possible. Ruin was forged in the waning days of war comes before you, and to let free the raucous joy within
when defeat seemed inevitable. It was made to be a glowing your very soul.
coal, a slow simmer, that it might one day reignite. ➢ You swear a pact of ​Wisdom​, to lay your plans carefully
and precisely. To follow through on your promises,
Suggested Roles: Defensive, Assault and Social while remembering your failures. To wait for the right
moment, and then strike, decisively and entirely.
Possible Looks: Cracked, aging wood, dry rot spreading; ➢ You swear a pact of ​Industry​, to create, to forge, to
mushrooms, crumbling bits of stone, unfinished, half-made build friendships and alliances. To stoke the flames of
passion, to cool and temper fury, and hone yourself
Violence ​was the last of its brothers and sisters to be forged. and your comrades into the finest blade ever to plunge
A blunt instrument, cruel, keen, and vicious. It has no mercy into the heart of evil.
for the oppressor, no compassion for those that would grind ➢ You swear your heart to ​Beauty​, to write, to paint, to
the humanity of others beneath their heel. It does not inspire and sing and celebrate. To demand bread as
negotiate. It does not waver. It acts, it protects, it directs, and well as roses, to feed hearts and minds as well as
when the last vampire is slain, it rests. stomachs. To find love, to share hope, and to build a
world as marvelous as any have yet imagined.
Suggested Roles: Assault and Stealth
Knight Shield: ​+2d resist. ​Requires Skirmish​. Unique, illegal,
Equipment well-made [3 Load]

Weapons Leather Armor: ​Soaks 1 harm. Treated leather absorbs impact but
is easily pierced [2 Load]
Blades and Melee
Chainmail: ​Soaks 1 harm. +1d to resist. Linked chain allows for
A Blade or Two: ​Small daggers, knives, and shortswords [1 Load]
maneuverability while remaining protected [3 Load]
Blackjack: ​A dull, hefty bludgeoning weapon [2 Load]
Plated Jacket: ​Soaks 2 harm. A jacket with metal plates sown into
Longsword: ​A deadly weapon hearkening back to the Old Kingdom the lining. Somewhat cumbersome to wear, but provides good
[2 Load] protection [3 Load]
Spear: ​Cheap, disposable, highly illegal piercing weapons. [3 Load]
Tools
Lantern: ​Lights up dark corners of the night [1 Load]
Firearms
Flintlock Pistol:​ A very short ranged weapon capable of Censer: ​A vessel for burning wood attached to a sturdy chain [1
penetrating most types of armor [1 Load] Load]

Flintlock Rifle: ​Likely the most accurate and deadly weapon in the Manna Wood: ​Provides limited protection from vampiric senses [1
world, also the slowest to reload [3 Load] Load]

Bows Burglary Kit: ​All the necessary tools for breaking and entering [1
Crossbow: ​Accurate, slow, and simple [3 Load] Load]

Hunting Bow: ​Homemade, risky, and short-range [3 Load] Tinkering Tools: ​Metal instruments for both detail work and heavy
maintenance [2 Load]
Shortbow: ​Requires Hunt​. ​Finely made, short-range, and deadly [3
Load] Demolition Tools: ​Packets of saltpeter, timing mechanisms, and
vials of various alchemicals [2 Load]
Longbow: ​Requires Hunt​. ​Cumbersome, long-range, and powerful
[3 Load] Subterfuge Supplies: ​Capes and cloaks with a bit of coal paint [1
Load]
Shields and Armor
Climbing Gear: ​Rope, rigging, pitons, and a hammer [2 Load]
Buckler: ​+1d resist. ​Requires Finesse​. A small shield, easily carried
on a belt [1 Load]
Contraband
Heavy Round Shield: ​+1d resist. Cumbersome, unbalanced, simple Ash Wood: ​Resupply​. ​The wood of ash trees can cause grievous
to use [2 Load] harm to vampires, and its smoke can hide one’s presence from
their supernatural senses. Ashwood is highly controlled, and Once the research project is complete, the player can produce a
carrying arrows made of it is a crime punishable by death. [1 Load] prototype ​based on the Crafting rules, with an additional segment
for each point of magnitude (rounded down to nearest even
Blackpowder: ​Resupply​. ​The ideal substance for making bombs number).
and ammunition for firearms, as the much more common saltpeter
creates more smoke than it does explosive force and tends to foul a Once a ​prototype​ i​ s produced, any player with access to the
firearm’s mechanisms quickly. [1 Load] blueprints can craft the item without the “no blueprint” penalty so
long as the item’s craft does not rely on oral tradition.

Crafting
Crafting involves completing long-term projects. Default starting
clock size is 4-segment. Segment amount varies based on:

● +2 item is complex
● +2 no blueprint exists, relies on oral tradition
● +2 no drawbacks to item
● +2 item requires illegal components or is illegal, such as
black powder​ or ​ashwood
● -2 all resources are easily accessible
● -2 if you tick the ​Resupply ​clock
● -2 Conclave can assist

Note: Crafting segments can be reduced to zero, requiring only a


“Long-Term Project” downtime action.

Inventions​ can be created using the following steps.

● Player answers​: What type of creation is it and what does it


do?
● GM answers​: What magnitude does this item’s effect have?
● Player answers​: What rare, strange, or adverse aspect of this
formula or design has kept it in obscurity, out of common
usage?
● GM answers​: What drawbacks does this item have, if any?

The GM then calculates a research long-term project based on the


item’s magnitude. Clock length = segments x 2

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